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I have to ask - why do the Old Road fights consist almost entirely of high dodge blight/bleed enemies, when you have very little ability to mitigate DoT at this point?
Completed the mission without issue once, then went around a second time for mod reasons and am struggling to leave without at least one guy Crimsoned and/or melting to death
I considered removing the farmstead enemies from vanilla dungeons but at the moment, since their spawn chance is miniscule (only a few formations exist for them at a much lower probablity than the rest of the compositions), I might leave them be.
Though, I encountered some errors when I went to the Ruins and found a comp of 2 webber spiders and a CoM Plowhorse - the Plowhorse made no sounds and I saw the errors of " FMOD: Could not find Event by id for event'event:/char/enemy/plowhorse_vo_hurt' " and so on for the other plowhorse's noises.
(I went to the actual Farmstead to see if another mod I had might've broken the CoM enemy sounds, but they work fine in the actual Farmstead - just at least not in the Ruins and probably elsewhere with CoM enemies)
New monsters and minibosses usually don't modify existing mashes but add them in through conditional mashes. But best to check with the mod's author as well.
The issue I'm having so far is some of the formations feeling a little odd, like bandits partying up with skeletons. It just seems a little weird.
Other than that though, it's a really good mod.